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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • Quickstart Extended
  • Battle Tutorials
    • Active Time Battles
    • Phase Battles
    • Hit & Miss
    • Critical Hits
    • Cast Time
    • Grid 01: Battle Grid Setup
    • Grid 02: Highlights
    • Grid 03: Cell Types
    • Grid 04: Move Command
    • Grid 05: Scene Grid Setup
    • Grid 06: Battle Ready
    • Grid 07 Use & Affect Ranges
    • Grid 08: Better Camera Control
  • Gameplay Tutorials
    • Multiple Interaction Controllers
    • Player Group Spawn & Follow
    • Spawn Hunting Enemies
    • Gamepad Controls (Unity Input System)
    • Combined Inputs
    • Quests 01: Menu Screen
    • Quests 02: Hunting
    • Quests 03: Collect Potion Materials
    • Quests 04: Collect Equipment Materials
    • Quests 05: Quest Mark HUDs
    • Crafting 01: Menu Screen
    • Crafting 02: Materials & Recipes
    • Crafting 03: Getting Materials
    • Crafting 04: Proficiency & Critical Outcome
    • Shop
    • Inventory Containers
  • Schematics Tutorials
    • UI Animation Schematics
    • Flying Text Animation Schematics
    • HUD Conditional Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Status Value UI Setup
    • Unity UI: Status Effect UI Setup
    • Unity UI: Shortcut UI Setup
    • Unity UI: Dragging Notification
    • Unity UI: Interaction HUD
    • Unity UI: Shortcut HUD
    • Unity UI: Turn Order HUD
    • Unity UI: Cast Time HUD
    • Unity UI: Quest HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Move Range HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Section: Battles

Target Settings

Set up how target selection will be handled.

The target settings are found in Battles > Target Settings.

There are 2 ways of target selection:

  • Action Based
    The target is selected after selecting an action (e.g. via battle menu, control maps or shortcut slots).
    This is handled by the Target Selection settings (see below), e.g. using a target menu or input keys.
  • Selected Targets
    A combatant has marked/selected targets and automatically uses actions on them.
    This is handled by the Group/Individual Targets (see below).

You don’t need to use a target selection, though – e.g. you can also set up your abilities and items to automatically target combatants (Auto Target Conditions) or use a None target range to use raycast targeting or Damager Dealer/Zone components for damaging whatever was hit by a sword, projectile, etc.

Target Selection #

Defines the base target selections, i.e. target menu, target change keys and mouse/touch target selection (via raycasting).

Target Menu #

Defines if a target selection menu is used.

The used UI box is defined by the battle menu that’s currently used by a combatant.

You can also automatically selected a target if only a single target is available for selection.

Default Target Selections #

Defines the default target selection templates that are used for different combinations of enemy/ally/all and single/group/none targeting.

E.g. define the template that’ll be used for single enemy and enemy group target selection.

Content types can override the default target selections for all abilities/items using the type.

The default target selections are used by abilities/items in their target selection settings – e.g. using the Enemy Single target selection type will use the Enemy Single default target selection template. Abilities and items can also use a defined template or set up custom target selection settings.

Target Change Keys #

Define input keys that can be used to switch between available targets.

These keys are used during the target selection (e.g. when the target menu would be displayed, even when not using a target menu).

Directional Selection #

Use directional keys (up, down, left, right, or horizontal and vertical axes) to select targets based on screen-space directions from the current target (e.g. pressing up selects the nearest target above the current one, in screen space).

If no target is selected, the selection is done based on the screen center.

Mouse/Touch Control #

Allow selecting targets by clicking or touching on their objects.

This’ll use a raycast from the clicked screen position into the scene. The raycast uses defined layers and maximum distance – i.e. make sure your layer setup is correct, e.g. having combatants on their own layer and only checking that layer (and others that should block target selection).

Default Target Raycast Settings #

When using a None target range, i.e. neither targeting a single combatant or a group of combatants, you can optionally use target raycasts to select a position in the world as targets.

These settings define the default target raycast that’s used, but each target settings template or ability/item can optionally use a custom setup.

Target raycasts offer the following kinds of target selection:

  • Object
    Available target positions are defined by objects in the scene.
    The objects are searched within use range of the action.
  • Grid
    Available target positions are created by raycasts based on a square or hexagonal grid around the user.
    The positions are created within use range of the action.
  • Position
    Raycasts into the scene to find a target position.

Highlight Settings #

The target selections can highlight the combatant(s) in different ways.

  • Prefab
    Use a prefab as a cursor on the combatant.
    You can use combatant highlight and target selection cursor prefab components on the prefab to visualize additional information.
  • Fade Color
    Change the color of the combatant’s object.
    Supports different color fading options, e.g. blinking or a single flash.
  • Fade HUD Color
    Change the color of the combatant’s HUDs (when they’re set up to allow using it).
    Supports different color fading options, e.g. blinking or a single flash.
  • Schematic
    Play schematics when highlighting and stopping the highlight of a combatant.

Target Highlight #

Highlights the currently selected target.

Affected Target Highlight #

Highlights combatants within affect range of a targeted combatant.

Available Target Highlight #

Highlights available targets during action or target selection.

Group/Individual Targets #

Group/individual targets allow combatants to have selected/marked targets and automatically use actions on them instead of prompting a target selection.

There are 2 different access ranges for those targets:

  • Group Targets
    Group targets are available to all combatants of a group.
  • Individual Targets
    Individual targets are only available to the combatant who selected them.

You can add as many different setups for group and individual targets as you want. Each one can be set up to use different targets (e.g. allies or enemies) and be limited to be used by certain abilities or items.

E.g. a combatant can have 1 enemy and 1 ally selected, using attacks on the enemy and supportive actions on the ally.

Group/individual targets can e.g. be used by battle menus, control maps and shortcut HUDs.

Battle AIs can use them as found targets using a Use Combatant node. They can also change the group/individual targets using a Change Selected Target node.

Range #

Limit targets to be within a defined range or the battle range.

Targets #

Define which targets can be selected, e.g. enemies, allies or both, or alive/dead combatants, etc.

Target selection can also be limited to targets currently visible by the camera.

Useable In #

The target selection can be limited to only be available in defined battle systems.

Input Settings #

Like the regular target selection for an action, you can use input keys, directional selection and mouse/touch controls to select targets.

Raycast Targeting #

Optionally select targets via constant raycasting each frame.

Combatants hit by the raycast will be selected as the target.

Line Of Sight #

Optionally check if any other objects are between user and available targets.

This uses a raycast on defined layers.

Taret Cursor #

Optionally show a cursor prefab on the selected combatant’s object.

Auto Attack #

Optionally use auto attacks on the selected target.

This is only used if the battle system and combatant are set up to use auto attacks.

Auto attacks are periodically used attacks that don’t impact a combatant’s turn or timebar.

Ability Use #

Optionally limit using abilities on targets to defined abilities and abilities of content types.

Item Use #

Optionally limit using items on targets to defined items and items of content types.

Target Conditions #

A target can depend on valid conditions, e.g. combatant status or variable conditions.

If the conditions aren’t met, the combatant can’t be targeted.

Target Dialogues #

Optional use target information or confirmation dialogues.

Target Information Dialogue #

Displays status changes that will happen to the user and targets of an ability or item. This is displayed during the target selection and is only an information display and can’t be interacted with.

Uses the Target Information Layout to define which information is displayed (and how).

You can set up multiple dialogues, e.g. displaying different content on parts of the screen.

Target Confirmation Dialogue #

Displays a target confirmation dialogue showing status changes that will happen to the user and targets of an ability or item. This is displayed after selecting a target for an action to confirm if the action should be used on the target. You can still cancel out of the dialogue and return to the target selection.

Uses the Target Information Layout to define which information is displayed (and how).

Target Information Layout #

Defines how status change information on the user and targets of an ability or item will be displayed. This is used by the Target Information Dialogue and Target Confirmation Dialogue and can optionally be overridden there.

The layout offers a variety of text codes to include content information about the status changes. You can also use a HUD as templates to create a more complex layout, e.g. including value bars with the changes highlighted.

The individual text codes for the changes are replaced with their own defined text, e.g. hit chance, critical chance, status value changes and status effect changes. The texts for the changes also use text codes to include their own content information, e.g. name of a status value and change value.

Table of Contents
  • Target Selection
    • Target Menu
    • Default Target Selections
    • Target Change Keys
      • Directional Selection
    • Mouse/Touch Control
    • Default Target Raycast Settings
  • Highlight Settings
    • Target Highlight
    • Affected Target Highlight
    • Available Target Highlight
  • Group/Individual Targets
    • Range
    • Targets
    • Useable In
    • Input Settings
    • Raycast Targeting
    • Line Of Sight
    • Taret Cursor
    • Auto Attack
    • Ability Use
    • Item Use
    • Target Conditions
  • Target Dialogues
    • Target Information Dialogue
    • Target Confirmation Dialogue
    • Target Information Layout
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